Gordon Dry Posted July 24, 2017 Share Posted July 24, 2017 Duplicated the issue. Variant of the vessel with remote control to have all 3 seats for rescued Kerbals. Spent a stage which is controllable, switched to the stage and deorbited it. Went to Tracking Station and back to vessel, encountered pod of Kerbal to be rescued. Turned on RCS - within a few seconds a huge bunch of these until RCS turned off: NullReferenceException: Object reference not set to an instance of an object at MuMech.RCSSolverThread.GetThrottles (.Vessel vessel, MuMech.VesselState state, Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrustersOut) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleRCSBalancer.GetThrottles (Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrusters) [0x00000] in <filename unknown>:0 at MuMech.VesselState.UpdateRCSThrustAndTorque (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) Log:https://www.dropbox.com/s/7nmsq8nlwvuhl2v/2017-07-24-2 KSP.log.zip?dl=1 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 24, 2017 Share Posted July 24, 2017 Another thing, with #723 the attitude is less accurate than with #720, maneuvers in 90% overfire and have to rotate the vessel to counter-burn the surplus of "wrong dV" ... I hope you got me. Also the maneuver node is moving away much sooner and faster than "usually" at the end of a burn. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted July 27, 2017 Share Posted July 27, 2017 Also during reentry without any RCS at the vessel (decoupled with radial decouplers prior to reentry) and RCS disabled the log is spammed with this, it started not exactly below 70km but around 60km ... NullReferenceException: Object reference not set to an instance of an object at MuMech.RCSSolverThread.GetThrottles (.Vessel vessel, MuMech.VesselState state, Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrustersOut) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleRCSBalancer.GetThrottles (Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1& thrusters) [0x00000] in <filename unknown>:0 at MuMech.VesselState.UpdateRCSThrustAndTorque (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) So there are many different cases when this can happen... Is it because the decoupled RCS thrusters alone are also reentring? Quote Link to comment Share on other sites More sharing options...
natoki Posted July 28, 2017 Share Posted July 28, 2017 Hello there fellow star-seekers, I'm having a tiny problem with mechjeb 2.6.1, the problem being when I put the module on any ship, the Enable/disable crossfeed button get broken, it cannot switch anymore. being a bit of a problem on large stations with complex refueling systems, or just prebuild crafts with crossfeed oldly enabled in VAB. Is it a known issue and I didn't find it while reading the forum, or is it new ? Cordials, Kerman J. Quote Link to comment Share on other sites More sharing options...
Dr. Jet Posted July 29, 2017 Share Posted July 29, 2017 Any plans on implementing localisations? I can help with russian. Quote Link to comment Share on other sites More sharing options...
natoki Posted July 30, 2017 Share Posted July 30, 2017 ok.. dead topic for help it seems... Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 30, 2017 Author Share Posted July 30, 2017 34 minutes ago, natoki said: ok.. dead topic for help it seems... That or you did not read the first line of the OP. Quote Link to comment Share on other sites More sharing options...
IntoSpaceAgain Posted July 31, 2017 Share Posted July 31, 2017 (edited) Hi @sarbian, I'm getting some errors with MechJeb's DeltaV simulations in the SPH. Fresh install of KSP 1.3.0.1804 with just MJ 2.6.1.0-723 on a new sandbox save. When the Dv window is opened, it starts with: [MechJeb2] Exception in MechJebModuleStageStats.RunSimulation(): System.Exception: FuelFlowSimulation.SimulateStage reached max step count of 100 at MuMech.FuelFlowSimulation.SimulateStage (Single throttle, Double staticPressure, Double atmDensity, Double machNumber) [0x00000] in <filename unknown>:0 at MuMech.FuelFlowSimulation.SimulateAllStages (Single throttle, Double staticPressureKpa, Double atmDensity, Double machNumber) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleStageStats.RunSimulation (System.Object o) [0x00000] in <filename unknown>:0 and then spams the log with: NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleInfoItems.StageDeltaVAtmosphereAndVac () <0x0005a> at (wrapper dynamic-method) System.Runtime.CompilerServices.ExecutionScope.lambda_method (System.Runtime.CompilerServices.ExecutionScope,object) <0x00042> at MuMech.ValueInfoItem/<>c__DisplayClass13_0.<.ctor>b__0 () <0x00024> at MuMech.ValueInfoItem.DrawItem () <0x00045> at MuMech.MechJebModuleCustomInfoWindow.WindowGUI (int) <0x00124> at MuMech.DisplayModule.ProfiledWindowGUI (int) <0x0001f> at UnityEngine.GUILayout/LayoutedWindow.DoWindow (int) <0x000e4> at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle) <0x001b4> Once the Dv window is closed the log-spam stops. The same thing also happens in flight mode with planes. Everything seems to be working fine with rockets in the VAB. Craft file: https://www.dropbox.com/s/pwxrrys6ieh97sk/Airplane 1.craft?dl=0 Ksp.log: https://www.dropbox.com/s/lm5t7gsetpamh9v/KSP.log?dl=0 Output_log.txt: https://www.dropbox.com/s/ezd3snzwsbl5fuw/output_log.txt?dl=0 Edited July 31, 2017 by IntoSpaceAgain Realised I forgot to include KSP version. Quote Link to comment Share on other sites More sharing options...
Bornholio Posted July 31, 2017 Share Posted July 31, 2017 Started a WIKI for Lamont's PEG guidance for those using it. https://github.com/lamont-granquist/MechJeb2/wiki NathanKell and Lamont quickly fleshed it out Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 31, 2017 Author Share Posted July 31, 2017 14 hours ago, IntoSpaceAgain said: Hi @sarbian, I'm getting some errors with MechJeb's DeltaV simulations in the SPH. Fresh install of KSP 1.3.0.1804 with just MJ 2.6.1.0-723 on a new sandbox save. When the Dv window is opened, it starts with: Should be fixed in the new dev. Thanks for the small craft to test with Quote Link to comment Share on other sites More sharing options...
sarbian Posted July 31, 2017 Author Share Posted July 31, 2017 On 7/27/2017 at 2:03 AM, Gordon Dry said: Also during reentry without any RCS at the vessel (decoupled with radial decouplers prior to reentry) and RCS disabled the log is spammed with this, it started not exactly below 70km but around 60km ... I could not duplicate it. I removed some useless code that may be the source of the problem but it is hard to say. Quote Link to comment Share on other sites More sharing options...
IntoSpaceAgain Posted August 1, 2017 Share Posted August 1, 2017 8 hours ago, sarbian said: Should be fixed in the new dev. Thanks for the small craft to test with Thanks, and no worries. I figured it would make easier for you to tell if I was doing something stupid A quick test shows that it is indeed working now. Quote Link to comment Share on other sites More sharing options...
aluc24 Posted August 1, 2017 Share Posted August 1, 2017 @sarbian , I am using Mechjeb 2 in KSP 1.2.2. I noticed that MJ executes maneuver nodes significantly later than half burn time (I am using BetterBurnTime to determine that half time). Is this a bug, or an intended behavior? Quote Link to comment Share on other sites More sharing options...
Five_05_ Posted August 2, 2017 Share Posted August 2, 2017 When i dezip the file i got : Mechjeb2 > Bundle Icon Parts Plugin And the game indicate i have to make that : Ksp Gamedata Mechjeb2 Parts Plugins And when i launch the game the mod dont work at all. So what i do ? ( im french sorry for my english ) Thank you everybody :-) Quote Link to comment Share on other sites More sharing options...
Brigadier Posted August 2, 2017 Share Posted August 2, 2017 (edited) 9 hours ago, Five_05_ said: When i dezip the file i got : Mechjeb2 > Bundle Icon Parts Plugin And the game indicate i have to make that : Ksp Gamedata Mechjeb2 Parts Plugins And when i launch the game the mod dont work at all. So what i do ? ( im french sorry for my english ) Thank you everybody :-) If I understand correctly, you should just have to copy/drag the zip file's Mechjeb2 folder to your KSP/Gamedata folder. Si je vous comprends bien, vous devriez simplement copier/déplacer le dossier Mechjeb2 du fichier zip dans votre dossier KSP/Gamedata. Et, votre anglais est tres bon sauf pour deux petites erreurs: "the mod doesn't work" (accord avec "mod" - 3ieme personne, singulier), et "So what should I do". Edited August 2, 2017 by Brigadier Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 2, 2017 Author Share Posted August 2, 2017 (Small French interlude) +1 pour les instructions du caribou. @Five_05_ Je corrigerais les instructions dans le code pour la prochaine version. Ca devrait effectivement être : Ksp Gamedata Mechjeb2 Bundle Icon Parts Plugins Quote Link to comment Share on other sites More sharing options...
Evilredqueen Posted August 3, 2017 Share Posted August 3, 2017 18 hours ago, Five_05_ said: When i dezip the file i got : Mechjeb2 > Bundle Icon Parts Plugin And the game indicate i have to make that : Ksp Gamedata Mechjeb2 Parts Plugins And when i launch the game the mod dont work at all. So what i do ? ( im french sorry for my english ) Thank you everybody :-) Don't unzip it. Extract to C:\Program Files (x86)\Steam\Steamapps\Common\KSP\Game Data Never seems to work for me if I unzip to my desktop and then try dragging and dropping. Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted August 3, 2017 Share Posted August 3, 2017 (edited) On 8/1/2017 at 3:05 PM, aluc24 said: @sarbian , I am using Mechjeb 2 in KSP 1.2.2. I noticed that MJ executes maneuver nodes significantly later than half burn time (I am using BetterBurnTime to determine that half time). Is this a bug, or an intended behavior? rocket equation isn't linear, and MJ splits it by half-dV not by half-time. https://github.com/MuMech/MechJeb2/blob/dev/MechJeb2/MechJebModuleNodeExecutor.cs#L229 Edited August 3, 2017 by Jim DiGriz Quote Link to comment Share on other sites More sharing options...
aluc24 Posted August 3, 2017 Share Posted August 3, 2017 5 hours ago, Jim DiGriz said: rocket equation isn't linear, and MJ splits it by half-dV not by half-time. https://github.com/MuMech/MechJeb2/blob/dev/MechJeb2/MechJebModuleNodeExecutor.cs#L229 Interesting! Is that a more precise way of executing long burns? Quote Link to comment Share on other sites More sharing options...
Gilph Posted August 3, 2017 Share Posted August 3, 2017 10 hours ago, Jim DiGriz said: rocket equation isn't linear, and MJ splits it by half-dV not by half-time. https://github.com/MuMech/MechJeb2/blob/dev/MechJeb2/MechJebModuleNodeExecutor.cs#L229 Hi, having a bit of an issue with this subject in dev 723. Not getting any log errors, just some different behavior. I'm grinding Science and Funds from some trips to Mun and Minmus. The return craft is simple: Mk1 pod, Hitchhiker, Rockomax 16 tank and Terrier. TWR is about .55 around Kerbin. In returning from these moons at about 80km PE, I usually need about a 2.5 min burn to circularize at PE. As the burn starts, the PE starts to lower and when I hit PE, it's about .5km lower. After PE until it ends, it raises back up and goes a little larger. But, the AP is usually around 6-9km larger than PE, so it's not really very circular, at least not as circular as it has historically been. I usually address it in one of two ways: either I circularize 15 sec later, which puts me at about midway in altitude, or I stop the burn with about 50-60 secs left, add a new circularize at PE burn (which is a 50-60 sec burn), wait 1 orbit, and it finishes pretty perfectly. Is this similar to the low TWR issues from a few pages ago? TIA Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted August 3, 2017 Share Posted August 3, 2017 34 minutes ago, Gilph said: Hi, having a bit of an issue with this subject in dev 723. Not getting any log errors, just some different behavior. I'm grinding Science and Funds from some trips to Mun and Minmus. The return craft is simple: Mk1 pod, Hitchhiker, Rockomax 16 tank and Terrier. TWR is about .55 around Kerbin. In returning from these moons at about 80km PE, I usually need about a 2.5 min burn to circularize at PE. As the burn starts, the PE starts to lower and when I hit PE, it's about .5km lower. After PE until it ends, it raises back up and goes a little larger. But, the AP is usually around 6-9km larger than PE, so it's not really very circular, at least not as circular as it has historically been. I usually address it in one of two ways: either I circularize 15 sec later, which puts me at about midway in altitude, or I stop the burn with about 50-60 secs left, add a new circularize at PE burn (which is a 50-60 sec burn), wait 1 orbit, and it finishes pretty perfectly. Is this similar to the low TWR issues from a few pages ago? TIA MechJeb has always had problems with burns that traverse too much of the orbit. Maneuver nodes themselves have the same problem. It stems from the approximation that the whole burn is performed at the node, quite reasonable in deep space but when you're near a planet and have a low TWR the approximation isn't good enough. It's bad enough that I will not do major burns in low orbit with the Nerva engine. Quote Link to comment Share on other sites More sharing options...
sarbian Posted August 3, 2017 Author Share Posted August 3, 2017 I have the math to fix that in an issue but it needs to be implemented... Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted August 3, 2017 Share Posted August 3, 2017 1 hour ago, sarbian said: I have the math to fix that in an issue but it needs to be implemented... PEG will eventually fix that right. It doesn't just do ascents. That plus a Lambert solver also solves all the on-orbit maneuvers that the space shuttle or orion will be capable of. And pre-PEG IGM was what the Apollo lunar landers used. Next major iteration of PEG will break it out into its own class, or probably its own ComputerModule, which will allow Ascents, Maneuvers, Node Executor, Landing Autopilot, etc to start leveraging it. Then I've also dug up algorithms that'll solve things like planning free return trajectories, and doing transfer planning and flybys properly, etc. Quote Link to comment Share on other sites More sharing options...
Voodoo8648 Posted August 3, 2017 Share Posted August 3, 2017 Are there any plans to allow the scripting module to execute maneuvers during comms blackout using Remote Tech? Quote Link to comment Share on other sites More sharing options...
Osel Posted August 6, 2017 Share Posted August 6, 2017 (edited) launch into plane of target is still bugged? any (close) future plans with this feature? or need some manual settings to work? i always need start launch at correct time manually, automatic launch always start at incorect times and finish with (very) bad inclination (also in last dev build) Edited August 6, 2017 by Osel Quote Link to comment Share on other sites More sharing options...
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